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Make Lake Hylia water level switch in rando 10x faster (#6492)
35 seconds was an eternity
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soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -605,7 +605,7 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
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play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to lake hylia ground
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}
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} else {
608-
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f);
608+
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, IS_RANDO ? 10.0f : 1.0f, 0.001f);
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
@@ -635,7 +635,7 @@ void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* p
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this->actionFunc = BgSpot06Objects_DoNothing;
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} else {
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// Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func)
638-
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 1.0f, 0.001f);
638+
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 10.0f, 0.01f);
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z - 50;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = yPos;

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